winkr7's Forum Posts

    There are simple behaviors that you can do easily in the event sheet, like moveTo or Orbit but which make things easier and clear for the no-coding user.

    Behaviors like these with their own Icons make event coding much easier for the beginner. The value of developers for the wider base of non-publishing users is increased by this kind of simple to use, (but perhaps difficult to code) would be nice. Like some kind of float behavior for side-view stuff in water (hint hint).

    yours

    winr7

    As some of you pointed out, a competent developer puts a freeze on all versions of everything in the last mile before going live. That means stopping at SDK 1 or sooner and the state of plugins at that point. Its very easy to use any version of C3.

    When you do a 2.0 of your game you move everything forward. This is standard practice and no biggie--you have plenty of warning here about when you will have to redo your work. Same thing happens in Godot, in UEFN, Bloomberg, Microsoft, etc. etc.

    Yes, they did redo Rex Rainbows main contribution -- moveTo -- or whatever he called it.

    I know some of you are upset, but only 1 in 50 of us ever publish anything we do in construct. The other 49 would not even know what this thread was about.

    yours

    winkr7

  • You are pathfinding at the start of the layout--before you spawned anything to look for a path?

    Perhaps that is the trouble.

    yours

    winkr7

  • Make sure enemyTarget exists and is located somewhere you can find a path to it.

    yours

    wink7

  • Perhaps someone else can look at your code. I just post suggestions.

    yours

    winkr7

  • Create a small physics object at the point where the mouse is clicked and attach it as rotate joint to the object you want to drag. Every tick create an impulse from this created object toward the mouse if the distance is greater than 2 pixels. Have the impulse increase linearly with the distance beyond 2 pixels with a great deal of damping. Be sure to scale the impulse with dt so it works at any tic rate.

    yours

    winkr7

  • Things to try:

    Try saving the earlier version that does work as a project folder instead of single file. Take out any 3rd party addons.

    just suggestions.

    yours

    winkr7

  • I think if you turn off collisions for that solid you are inside it will ignore it. Don't forget to turn them back on again.

    yours

    winkr7

  • One slight addition:

    If you don't have an object (your count is zero) then you can create one with a create object event, then place that in the center.

    yours

    winkr7

  • Yes, I agree. However, in order to get more third-party add-ons it is good to give the public under-the-hood coding access even if only a select few actually use it. There is also the perception that kids all need to learn a standard coding language (though we hear AI is supposed to take over that along with driving your car).

    yours

    winkr7

    I have the same trouble with bread. When I first started buying bread it was like 49 cents a loaf. I am going to have to rethink this whole sandwich thing.

    Because cheese is part of the problem too. I will have to reevaluate bread because it seems to keep rising in price. I don't know if it is the bakers, or transport costs, or just plain greedy bread pan makers.

    yours

    winkr7

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  • Mines, if the player pushes the m key it leaves a mine. Of course, you only get a limited number of mines. Maybe a new mine for every tank you shoot.

    You spend hundreds of hours learning and working with any game engine you choose. In the end that is the big expense. If you waste that learning time on an engine that goes out of business or quits doing updates, that is the biggest loss, not the price you pay for the game.

    I support keeping construct in business for years to come mostly for the sunk learning cost.

    yours

    winkr7

  • Put all the sprites in a family called canBeClose and test all members of the family for nearest member of the family canBeClose (excluding the family member of canBeClose doing the testing of course). If distance is < how_close_is_near then set the boolean to true in the canBeClose member doing the testing.

    do this every tic or every .03 seconds.

    yours

    winkr7

  • You could create a shadow (invisible sprite) that follows the player about a half second later. Then have the AI look for the shadow rather than the player so it is always looking at where the player was a half second ago.

    You could create several of these with delays etc and have the AI pick the one it goes after at random.

    just some thoughts.

    yours

    winkr7